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General Tabletop Discussion
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Armor Class vs. Damage Reduction - Your preference
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<blockquote data-quote="3catcircus" data-source="post: 6075427" data-attributes="member: 16077"><p>Based upon how we've done it in our D&D game, it really doesn't seem to be a problem at all. You just have to wrap your head around a few ideas that seem non-intuitive at first:</p><p></p><p>1. Use of dice pools seems to be a must as it drives probabilities far better than a single d20 roll to-hit.</p><p>2. DR needs to be a value factored off of AC while AC values remain the same and not just doing the "AC is now half what it was when using normal rules."</p><p>3. The use of a weapon penetration multiplied by DR to determine how much damage is reduced works far better than just reducing damage by DR.</p><p>4. Making hit points based off of physical attributes that does not increase with level is an important aspect of this, along with the idea of having multiples of your hp as trip points for wound levels that slowly affect your ability to act (and that then avalanches as the wounds accumulate) works very well with this.</p><p></p><p>I freely admit I pretty much lifted most of these ideas whole-sale from another game system and adapted them to d20, but they work. They are far more interesting in play than the current d20 rules and readily lend themselves to using damage reduction. </p><p></p><p>As to the argument of "are they worth the trouble?" Well - at this point, the d20 rules, to me, seem extremely bland and devoid of "soul." Mechanics that take a bit more of an organic approach and try to apply some thought into why the numbers are doing what they are doing are far more appealing to me. As far as I can tell, as implemented in d20, DR is really nothing more than a way to artificially inflate hit points so that NPCs and monsters can go a few more rounds in combat as the player's BAB, hp, and AC continue to increase.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 6075427, member: 16077"] Based upon how we've done it in our D&D game, it really doesn't seem to be a problem at all. You just have to wrap your head around a few ideas that seem non-intuitive at first: 1. Use of dice pools seems to be a must as it drives probabilities far better than a single d20 roll to-hit. 2. DR needs to be a value factored off of AC while AC values remain the same and not just doing the "AC is now half what it was when using normal rules." 3. The use of a weapon penetration multiplied by DR to determine how much damage is reduced works far better than just reducing damage by DR. 4. Making hit points based off of physical attributes that does not increase with level is an important aspect of this, along with the idea of having multiples of your hp as trip points for wound levels that slowly affect your ability to act (and that then avalanches as the wounds accumulate) works very well with this. I freely admit I pretty much lifted most of these ideas whole-sale from another game system and adapted them to d20, but they work. They are far more interesting in play than the current d20 rules and readily lend themselves to using damage reduction. As to the argument of "are they worth the trouble?" Well - at this point, the d20 rules, to me, seem extremely bland and devoid of "soul." Mechanics that take a bit more of an organic approach and try to apply some thought into why the numbers are doing what they are doing are far more appealing to me. As far as I can tell, as implemented in d20, DR is really nothing more than a way to artificially inflate hit points so that NPCs and monsters can go a few more rounds in combat as the player's BAB, hp, and AC continue to increase. [/QUOTE]
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